| Old School GM Obermind |
We've been here before, but why not give it another go?!
The ruleset is Swords&Wizardry Complete Revised Edition - a retro-clone of the original 1974-1978 rules for Dungeons & Dragons*, an edition usually called Original D&D or "OD&D."
It is familiar to us because it is d20 based, but there are some subtle and interesting differences from what we are used to, and definitely from our PF1e games.
It’s lighter, faster, combat is deadlier, magic is stranger. Getting back to a more basic game will allow us to understand what rules we like and miss, and which ones are just superfluous and we can leave to the side.
We’ll pick up the rest as we go.
We will play with pregenerated characters, but first dot in and we'll take it from there.
Post below when you are ready to go ;)
| Old School GM Obermind |
[dice=roll]3d20
Great! Now choose from one of the following pregens:
Class: Fighter / Magic-User / Thief
Ancestry: Elf
Alignment: Lawful
Languages: Common, Elven, Alignment
Appearance: 5'0'' / 1.52 m, 90 lbs / 41 kg; light brown hair; tan eyes; black skin tone
Hit points: 4
Armor class: 5[14]
Saving throw, Fighter: 15
Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs)
Saving throw, Magic-User: 15
Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)
Saving throw, Thief: 15
Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices
Attributes
STR: 10 (open doors: 1–2; carry modifier: +5 lbs)
DEX: 10 (missile to-hit modifier: 0; AC modifier: none)
CON: 5 (hp per hit die modifier: -1; raise dead survival: 50%)
INT: 8 (max additional languages: 1; max spell level: 5; chance to understand new spell: 40%; min/max number of basic spells understandable per level: 3/5)
WIS: 16
CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)
Class abilities
Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).
Ancestry abilities
4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice a secret doors passively; immune to ghoul paralysis; 60' darkvision.
Equipment
Armour: 1 × Chain (-4[+4] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet)
Spellbook: Light, Protection from Evil, Read Languages
Coins: 3 gp, 3 sp, 3 cp
Encumbrance: 84 lbs
Class: Fighter / Magic-User / Thief
Ancestry: Elf
Alignment: Neutral
Languages: Common, Elven, Alignment
Appearance: 5'1'' / 1.55 m, 90 lbs / 41 kg; brown hair; glowing crimson eyes; yellow-white skin tone
Traits: macho, nervous, delicate
Hit points: 6
Armor class: 8[11]
Saving throw, Fighter: 15
Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs)
Saving throw, Magic-User: 15
Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)
Saving throw, Thief: 15
Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices
Attributes
STR: 7 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: 0 lbs)
DEX: 11 (missile to-hit modifier: 0; AC modifier: none)
CON: 15 (hp per hit die modifier: +1; raise dead survival: 100%)
INT: 5 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4)
WIS: 14
CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)
Class abilities
Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).
Ancestry abilities
4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice secret doors passively; immune to ghoul paralysis; 60' darkvision.
Equipment
Armour: 1 × Shield (-1[+1] AC)
Weapons: 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’)
Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Bell; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Iron spikes; 1 × Backpack (30-pound capacity); 2 × Sack (15-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet)
Spellbook: Magic Missile, Protection from Evil
Coins: 4 gp, 2 sp, 3 cp
Encumbrance: 56 lbs
Class: Fighter / Magic-User / Thief
Ancestry: Elf
Alignment: Neutral
Languages: Common, Elven, Alignment
Appearance: 5'0'' / 1.52 m, 115 lbs / 52 kg; light blonde hair; black eyes; dark tan skin tone; 1 ½'' scar
Traits: judgmental, intimidating, honorable
Hit points: 5
Armor class: 6[13]
Saving throw, Fighter: 15
Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs)
Saving throw, Magic-User: 15
Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)
Saving throw, Thief: 15
Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices
Attributes
STR: 11 (open doors: 1–2; carry modifier: +5 lbs)
DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
CON: 11 (hp per hit die modifier: 0; raise dead survival: 75%)
INT: 7 (max additional languages: 0; max spell level: 4; chance to understand new spell: 30%; min/max number of basic spells understandable per level: 2/4)
WIS: 12
CHA: 6 (max # of special hirelings: 2; retainer morale adjustment: -2)
Class abilities
Multiple attacks; parry (only if DEX ≥ 14); spell casting; backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 30%; move silently: 30%; open locks: 15%).
Ancestry abilities
4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice secret doors passively; immune to ghoul paralysis; 60' darkvision.
Equipment
Armour: 1 × Chain (-4[+4] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Fishing net (25 square feet); 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet)
Spellbook: Detect Magic, Light
Coins: 3 gp, 3 sp, 3 cp
Encumbrance: 84 lbs
| Old School GM Obermind |
I can get Lorrase Urdithalion
No you cannot - those are for Thalion to choose from ;)
What character/class do you want to play Regnar/Keshkodai/Al'Lan?
I will give you pregen options to choose from.
Options are:
Assassin
Bard
Cleric
Druid
Fighter
Illusionist
Magic-User
Monk
Paladin
Ranger
Thief
Humans can be any class up to max level.
--
Dwarves can only be:
Fighter Max 6th level
Max 7th level if STR 17
Max 8th level if STR 18
Fighter/Thief
Max 6th level as Fighter
Fighter/Cleric
Max 6th level as Fighter
Max 7th level as Cleric
--
Halflings can only be:
Fighter Max 4th level
Thief No level limit
--
Elves can only be:
Fighter/Magic-User
Max 4th level Fighter
Max 5th level Fighter if STR 17
Max 6th level Fighter if STR 18
Max 8th level Magic-User
Max 9th level MU if INT 18
Fighter/Magic-User/Thief
Max 4th level Fighter
Max 5th level Fighter if STR 17
Max 6th level Fighter if STR 18
Max 8th level Magic-User
Max 9th level MU if INT 18
Thief
No level limit
--
Half-Elves can only be:
Fighter/Magic-User
Max 6th level Fighter
Max 7th level Fighter if STR 17
Max 8th level Fighter if STR 18
Max 6th level Magic-User
Max 7th level MU if INT 17
Max 8th level MU if INT 18
Fighter/Magic-User/Cleric
Max 6th level Fighter
Max 7th level Fighter if STR 17
Max 8th level Fighter if STR 18
Max 6th level Magic-User
Max 7th level MU if INT 17
Max 8th level MU if INT 18
Max 4th level as Cleric
Thief
No level limit
| Old School GM Obermind |
Raios...
You got it! :D
Please select one pregen from the following:
Class: Fighter
Ancestry: Human
Alignment: Up to you
Languages: Common
Appearance: 5'2'' / 1.57 m, 115 lbs / 52 kg; white hair; copper eyes; pale orange skin tone; square-shaped birthmark
Hit points: 8
Armor class: 4[15]
Saving throw: 15
Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)
Attributes
STR: 10 (open doors: 1–2; carry modifier: +5 lbs)
DEX: 14 (missile to-hit modifier: +1; AC modifier: better by 1 point)
CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%)
INT: 11 (max additional languages: 2)
WIS: 10 (experience bonus: none)
CHA: 15 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)
Class abilities
Multiple attacks; parry (only if DEX ≥ 14).
Equipment
Armour: 1 × Chain (-4[+4] AC)
Weapons: 1 × Axe, battle (1H 1d8; 2H 1d8+1); 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Polearm (2H, 1d8+1); 1 × Bow, short (2H, ROF 2, range 50’); 1 × Arrows (20) (1d6)
Gear: 1 × Block and tackle; 1 × Chalk, 1 piece; 1 × Crowbar; 2 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 4 gp, 7 sp, 9 cp
Encumbrance: 100 lbs
Class: Fighter
Ancestry: Human
Alignment: Up to you
Languages: Common
Appearance: 5'10'' / 1.78 m, 260 lbs / 118 kg; brown hair; light
Hit points: 8
Armor class: 7[12]
Saving throw: 15
Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)
Attributes
STR: 17 (to-hit modifier: +2; damage modifier: +2; open doors: 1–4; carry modifier: +30 lbs)
DEX: 8 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
CON: 12 (hp per hit die modifier: 0; raise dead survival: 75%)
INT: 13 (max additional languages: 3)
WIS: 11 (experience bonus: none)
CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)
Class abilities
Multiple attacks; parry (only if DEX ≥ 14).
Equipment
Armour: 1 × Ring (-3[+3] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)
Gear: 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 3 gp, 2 sp, 5 cp
Encumbrance: 89 lbs
I'll roll one for you, so no repeat pregens: 1d20 ⇒ 11
Class: Fighter
Ancestry: Human
Alignment: Up to you
Languages: Common
Appearance: 5'10'' / 1.78 m, 175 lbs / 79 kg; dark brown hair; violet eyes; ochre skin tone
Hit points: 9
Armor class: 7[12]
Saving throw: 15
Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)
Attributes
STR: 9 (open doors: 1–2; carry modifier: +5 lbs)
DEX: 7 (missile to-hit modifier: -1; AC modifier: worse by 1 point)
CON: 14 (hp per hit die modifier: +1; raise dead survival: 100%)
INT: 8 (max additional languages: 1)
WIS: 11 (experience bonus: none)
CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)
Class abilities
Multiple attacks; parry (only if DEX ≥ 14).
Equipment
Armour: 1 × Ring (-3[+3] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)
Gear: 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 3 gp, 2 sp, 5 cp
Encumbrance: 89 lbs
| Old School GM Obermind |
Thank you xurumanga, please choose between the following pregens:
Class: Monk
Ancestry: Human
Alignment: Lawful
Languages: Common
Appearance: 5'9'' / 1.75 m, 185 lbs / 84 kg; blonde hair; brown eyes; dark brown skin tone
Hit points: 3
Armor class: 8[11]
Saving throw: 15
Saving throw modifier(s): none
Attributes
STR: 14 (open doors: 1–2; carry modifier: +10 lbs)
DEX: 13 (missile to-hit modifier: +1; AC modifier: better by 1 point)
CON: 7 (hp per hit die modifier: -1; raise dead survival: 50%)
INT: 5 (max additional languages: 0)
WIS: 8 (experience bonus: none)
CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0; experience bonus: none)
Class abilities
Charity (keep bare minimum, donate the rest); cannot use potions; can use magic weapons and rings; deadly strike with unarmed attacks (75% stun chance for 2d6 rounds if to-hit roll is 5 higher than needed, 25% kill chance if STR ≥ 12 and if target's HD is no more than 1 higher than monk's level).
Equipment
Armour: None
Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6)
Gear: 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 1 × Manacles; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 2 gp, 0 sp, 1 cp
Encumbrance: 41 lbs
Class: Monk
Ancestry: Human
Alignment: Lawful
Languages: Common
Appearance: 5'5'' / 1.65 m, 120 lbs / 54 kg; bald; grey eyes; amber skin tone; cat clawed
Hit points: 3
Armor class: 8[11]
Saving throw: 15
Saving throw modifier(s): none
Attributes
STR: 6 (to-hit modifier: -1; open doors: 1; carry modifier: -5 lbs)
DEX: 15 (missile to-hit modifier: +1; AC modifier: better by 1 point)
CON: 6 (hp per hit die modifier: -1; raise dead survival: 50%)
INT: 15 (max additional languages: 4)
WIS: 11 (experience bonus: none)
CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)
Class abilities
Thieving skills if DEX ≥ 15 (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 10%; move silently: 20%; open locks: 10%); charity (keep bare minimum, donate the rest); cannot use potions; can use magic weapons and rings; deadly strike with unarmed attacks (75% stun chance for 2d6 rounds if to-hit roll is 5 higher than needed); deflect missiles if DEX ≥ 15 (saving throw vs. arrows and magic missile).
Equipment
Armour: None
Weapons: 2 × Sword, short (1d6); 1 × Polearm (2H, 1d8+1); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4); 12 × Dart (1d3, ROF 3, range 15’)
Gear: 1 × Grappling hook; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Garlic, charmed; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 4 gp, 4 sp, 1 cp
Encumbrance: 54 lbs
Class: Monk
Ancestry: Human
Alignment: Neutral
Languages: Common
Appearance: 5'9'' / 1.75 m, 190 lbs / 86 kg; orange hair; brown eyes; pale green skin tone; horns-shaped birthmark
Hit points: 5
Armor class: 9[10]
Saving throw: 15
Saving throw modifier(s): +2 against paralysis and poisons
Attributes
STR: 13 (open doors: 1–2; carry modifier: +10 lbs)
DEX: 12 (missile to-hit modifier: 0; AC modifier: none)
CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%)
INT: 15 (max additional languages: 4)
WIS: 15 (experience bonus: +5%)
CHA: 14 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)
Class abilities
Charity (keep bare minimum, donate the rest); cannot use potions; can use magic weapons and rings; deadly strike with unarmed attacks (75% stun chance for 2d6 rounds if to-hit roll is 5 higher than needed, 25% kill chance if STR ≥ 12 and if target's HD is no more than 1 higher than monk's level); alertness if WIS ≥ 15 (party surprised only on 1-in-6).
Equipment
Armour: None
Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, two-handed (2H 1d10); 12 × Dart (1d3, ROF 3, range 15’)
Gear: 1 × Pole (10 foot); 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 6 × Oil, lamp (1 pint); 1 × Chain (10 feet); 1 × Flint & steel; 1 × Fishing net (25 square feet); 1 × Signal whistle; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 3 gp, 9 sp, 1 cp
Encumbrance: 53 lbs
| Old School GM Obermind |
After reviewing the pregens I think we will do this differently.
Not because I think they are weak or anything else along those lines, of course not ahem....
But because the idea is to showcase a bit of how the game works, which is different from PF1e to the extent most of the class abilities are inbuilt and not dependent on Feats, Skills etc.
So, with that being said - here are the revised characters.
Thalion first:
Name: Up to you
Class: Fighter / Magic-User / Thief
Ancestry: Elf
Alignment: Up to you (options are Lawful, Neutral or Chaotic)
Languages: Common, Elven, plus 3 additional languages (e.g., Gnoll, Hobgoblin, Orcish)
Appearance: Up to you
Hit points: 5
Armor class: 7 (Base 9, -1[+1] Shield, -1[+1] DEX bonus)
Saving throw, Fighter: 15
Saving throw modifier(s), Fighter: +1 bonus on all saving throws except against spells (including those from wands and staffs)
Saving throw, Magic-User: 15
Saving throw modifier(s), Magic-User: +2 bonus on all saving throw rolls against spells (including those from magic wands and staffs)
Saving throw, Thief: 15
Saving throw modifier(s), Thief: +2 bonus against devices, including traps, magical wands or staffs, and other magical devices
Attributes
STR: 15 (to-hit modifier: +1; damage modifier: 0; open doors: 1–2; carry modifier: +10 lbs)
DEX: 14 (missile to-hit modifier: +1; AC modifier: -1 [+1])
CON: 12 (raise dead survival: 75%)
INT: 13 (max additional languages: 3; max spell level: 5th (Ancestry Cap); chance to understand new spell: 65%; min/max number of basic spells understandable per level: 5/8)
WIS: 9
CHA: 9 (max # of special hirelings: 4; retainer morale adjustment: 0)
Class abilities Multiple attacks; parry (only if DEX ≥ 14); spell casting (must be unarmored or in magical armor); backstab (+4 to-hit bonus and double damage when attacking from behind); thieving skills (climb walls: 87%; delicate tasks and traps: 15%; hear sounds: 3-in-6; hide in shadows: 25% (10% base + 15% Elf); move silently: 30% (20% base + 10% Elf); open locks: 10%).
Ancestry abilities 4-in-6 chance to find secret doors when searching; 1-in-6 chance to notice secret doors passively; immune to ghoul paralysis; 60' darkvision.
Equipment
Armour: 1 × Shield (-1[+1] AC)
Weapons: 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 3 × Javelin (1d6, ROF 1, range 20’)
Gear: 1 × Spellbook; 1 × Thieves’ tools; 1 × Bell; 1 × Chalk, 1 piece; 1 × Crowbar; 1 × Hammer; 1 × Rope, hemp (50 feet); 12 × Iron spikes; 1 × Backpack (30-pound capacity); 2 × Sack (15-pound capacity); 1 × Waterskin; 1 × Case (map or scroll); 6 × Candle; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll; 1 × Ink (1-ounce bottle); 3 × Parchment (sheet)
Spellbook: Magic Missile, Protection from Evil
Coins: 4 gp, 2 sp, 3 cp
Encumbrance: 56 lbs
Movement Rate: 12 (Base)
| Old School GM Obermind |
Time for Regnar/Keshkodai/Al'Lan:
Class: Fighter
Level: 1
Ancestry: Human
Alignment: Up to you (options are Lawful, Neutral or Chaotic)
Languages: Common, plus 1 additional language (e.g., Orcish)
Appearance: Up to you
Hit points: 9 (1d8 + 1 CON bonus)
Armor class: 5 (Base 9, -3[+3] Ring Mail, -1[+1] DEX bonus)
Saving throw: 15
Saving throw modifier(s): +1 bonus on all saving throws except against spells (including those from wands and staffs)
Attributes
STR: 16 (to-hit modifier: +1; damage modifier: +1; open doors: 1–3; carry modifier: +15 lbs)
DEX: 14 (missile to-hit modifier: +1; AC modifier: -1 [+1])
CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%)
INT: 8 (max additional languages: 1)
WIS: 11 (experience bonus: +5% for high Prime Attribute)
CHA: 10 (max # of special hirelings: 4; retainer morale adjustment: 0)
Class abilities
Multiple attacks (1 per level vs creatures with 1 HD or less); parry (DEX 14 grants -1 penalty to enemy attacks while fighting defensively); Strength bonuses (+1 to hit and damage).
Equipment
Armour: 1 × Ring Mail (-3[+3] AC)
Weapons: 1 × Dagger (1d4; missile ROF 1, range 10’); 1 × Hammer, war (1d4+1); 1 × Sword, long (1d8); 1 × Spear (1H 1d6; 2H 1d6+1; missile ROF 1, range 10’); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)
Gear: 1 × Chalk, 1 piece; 1 × Rope, hemp (50 feet); 12 × Spike, iron; 1 × Backpack (30-pound capacity); 2 × Sack (30 pounds capacity); 1 × Waterskin; 1 × Lantern, hooded; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 3 gp, 2 sp, 5 cp
Encumbrance: 89 lbs
Movement Rate: 12 (Max load for speed 12 is 90 lbs with STR 16)
| Old School GM Obermind |
Now xurumanga:
Ancestry: Human
Alignment: Lawful
Languages: Common
Appearance: Up to you
Hit points: 4
Armor class: 8 (Base 9, -1[+1] DEX bonus)
Saving throw: 15
Saving throw modifier(s): +2 bonus against paralysis and poisons (WIS 12+ bonus)
Attributes
STR: 12 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: +5 lbs)
DEX: 15 (missile to-hit modifier: +1; AC modifier: -1 [+1])
CON: 9 (raise dead survival: 75%)
INT: 5 (max additional languages: 0)
WIS: 15 (experience bonus: +10%)
CHA: 11 (max # of special hirelings: 4; retainer morale adjustment: 0)
Class abilities
Charity: Must donate all treasure except for the bare minimum needed for maintenance. Alertness: Due to WIS 15+, the party has only a 1-in-6 chance of being surprised. Deflect Missiles: Due to DEX 15+, can deflect arrows and magic missile spells with a successful saving throw. Deadly Strike: On an unarmed attack roll 5+ higher than needed, 75% stun chance (2d6 rounds). Because STR ≥ 12, there is also a 25% kill chance if target HD is ≤ Monk level +1. Thieving Skills (DEX 15+): Climb Walls 87%, Delicate Tasks 15%, Hear Sounds 3-in-6, Hide in Shadows 10%, Move Silently 20%, Open Locks 10%. Magic Restrictions: Cannot use potions; can only use magic weapons and magic rings.
Equipment
Armour: None (wearing armor negates all Monk class abilities)
Weapons: 1 × Axe, hand (1d6; missile ROF 1, range 10’); 1 × Sword, long (1d8); 1 × Staff (2H 1d6); 1 × Bow, long (2H, ROF 2, range 70’); 1 × Arrows (20) (1d6)
Gear: 1 × Backpack (30-pound capacity); 1 × Waterskin; 1 × Flask, leather; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Flint & steel; 1 × Chain (10 feet); 1 × Manacles; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 2 gp, 0 sp, 1 cp
Encumbrance: 41 lbs
Movement Rate: 12 (Max load for speed 12 is 80 lbs with STR 12)
Experience Bonus Note: This character receives a +5% bonus for Wisdom being the Prime Attribute (13+) and an additional +5% bonus for Wisdom being 13+ regardless of class, for a total of +10% XP bonus.
| Old School GM Obermind |
Here is Ashan!
Class: Cleric
Deity: Mitra (God of Law, Justice, and the Sun)
Ancestry: Human
Alignment: Lawful
Languages: Common, plus 1 additional language (e.g., Orcish)
Appearance: Up to you
Hit points: 7
Armor class: 6 (Base 9, -3 [+3] Ring Mail)
Saving throw: 15
Saving throw modifier(s): +2 against being paralyzed or poisoned (Class Bonus)
Attributes
STR: 8 (to-hit modifier: 0; damage modifier: 0; open doors: 1–2; carry modifier: 0 lbs)
DEX: 9 (missile to-hit modifier: 0; AC modifier: none)
CON: 13 (hp per hit die modifier: +1; raise dead survival: 100%)
INT: 8 (max additional languages: 1)
WIS: 15 (experience bonus: +5% (Prime); bonus 1st-level spell)
CHA: 13 (max # of special hirelings: 5; retainer morale adjustment: +1; experience bonus: +5%)
Class abilities
Spell Casting: While Level 1 Clerics normally have no prepared spells, this character's Wisdom of 15+ grants one additional first-level spell per day.
Turn Undead: See page 42.
Experience Bonus: Because this character has a 13+ in their Prime Attribute (Wisdom), Charisma, and Wisdom itself, they receive the maximum
+15% bonus to experience points
Equipment
Armour: 1 × Ring Mail (-3[+3] AC)
Weapons: 1 × Flail (2H, 1d8); 1 × Sling (2H, ROF 1, range 40’); 1 × Stones, sling (20) (1d4)
Gear: 1 × Holy symbol, wooden; 1 × Bell; 3 × Chalk, 1 piece; 1 × Crowbar; 1 × Rope, hemp (50 feet); 1 × Backpack (30-pound capacity); 1 × Waterskin; 6 × Torch; 2 × Oil, lamp (1 pint); 1 × Garlic, charmed; 3 × Wolfsbane; 5 × Rations, trail (per day); 5 × Rations, dried (per day); 1 × Bedroll
Coins: 4 gp, 1 sp, 9 cp
Encumbrance: 67 lbs
Movement Rate: 12 (Max load for speed 12 is 75 lbs with STR 8)
| Old School GM Obermind |
If you mean posting with a different alias - when you are typing your post, you can choose below, where it says 'Post As' and change the characters you want to post as.
If you mean changing the avatar image or creating a new avatar, then you need to:
- Go to the menu at the top > My account;
- Choose Account Settings;
- Log in;
- You will see a list of your Messageboard Aliases;
- To create a new alias, scroll to the bottom, click on 'Create New Alias';
- To modify an existing alias, click 'Edit' next to their name on the list;
- It takes you to a page with a 'Change' button;
- Click that button;
- On the next page, hover over the image you want to use and click the button that pops up 'Select this avatar';
- You will go back to the previous page, and the image should have changed;
- Click the button at the bottom 'Submit Changes';
- Done!